Foxydono
2016-08-31, 06:46 PM
Creating a Tiefling (plane-touched) – 5e edition (homebrew)
Of all the plane-touched, none precipitate as much fascination – or as much fear – as Tieflings. Obviously human and “something else” in the Tieflings case is assumed to be lower-planar. Whereas Aasimar are obviously touched by a celestial spark. Tieflings are enshrouded with the mysteries of an unnamed heritage.
Personality: An infernal stigma follows all Tieflings through their lives. Loners by nature, they make their own paths out of necessity; no Tiefling culture exists to aid the outcast, for no two Tieflings are alike. As distinctive from humans as they are from each other. Tieflings take care of themselves, for they learn that no one else will take care of them. But rather than withdraw into individual hermitages, Tieflings challenge the multiverse with everything in their independent spirits. Determined to create their own fates, they dare things that others might not even dream of and defy anything that stands in their way.
Physical description: No two Tieflings look the same. Beyond an aura that many find disturbing, many Tieflings are indistinguishable from humans. A fair number of them look like planar half-elves. Generally, Tieflings range from 4’10” to 5’9“ for males and from 4’9” to 5’6” for females.
Tiefling lands: Tieflings have no land of their own, and live among other races.
Relations: Tieflings are distrusted and feared by humans, Aasimar, elves and most Prime Material races. They respond with bitterness and self-reliance.
Alignment: Tieflings tend to be selfish, uncaring and cruel. Although this is just as much due to their harsh upbringing as to their heritage. A few defy their nature, but they still must fight against popular opinion and the feeling of otherworldly “wrongness” that seems to follow them wherever they go. In general Tieflings tend to be most chaotic and neutral. It is the rare individual who takes the lawful path to any degree.
Religion: Tieflings who find a faith more often than not follower their inherent traits and heed the call to chaos or evil. Few Tieflings belong to any faith that is either lawful or good, but exceptional individuals might unexpectedly follow a more stringent moral code.
Language: Tieflings speak common and some learn the language of the lower plane depending on their heritage. Demons (abyssal), Devils (infernal) or Yugoloth (daemonic).
Names: Tieflings take names common to the community in which they were born.
Adventurers: In most societies, Tieflings maintain a low profile, and take up adventuring careers as thieves, assassins, spies, and agents-for-hire. In cities of a lower-planar nature a Tiefling character might rise to a position of power, but in other places when his nature is revealed he quickly becomes an outcast. Such a character might be forced to undertake perilous ventures to make a place for himself.
Traits: medium-sized, base speed 30 feet, darkvision 60 feet.
Advice: the PC must choose what class he or she is going to play first and distribute his or her ability score points, before rolling the Tieflings heritage, abilities and flaws. Otherwise the Tiefling could become too powerful compared to other races.
Making a Tiefling in six easy steps!
1. Choose class: choose whatever class you like.
2. Roll a type: roll a creature type. There are three kinds: demons, devils and yugoloths.
3. Roll your heritage: roll the creature of your heritage. Each of the three different types have twelve creatures. Those can be divided into minor, normal and major creatures.
- minor: a tiefling with a minor heritage looks human and they don't have a flaw. They do get one minor ability and one minor feature.
- normal: a tiefling with a normal heritage doesn't look human, but he or she may pass as a elf or half-elf for example. If they creature doesn't have 'minor' or 'major' behind it's name, it is considered a 'normal' creature. A normal creature gets a normal ability and they also get a flaw. Furthermore, they get two minor features.
- major: a tiefling with a major heritage doesn't look human and you can definitely see or sense his or her lower-planar origin. They get a minor and a normal ability and they also get two flaws. Furthermore, they get two minor features and one major feature.
4. Roll an ability: what kind of ability you need to roll depends on whether you are of a minor, normal or major heritage.
5. Roll a flaw: minor and normal types roll one flaw and a major type gets two flaws.
6. Roll a demonic feature: what kind of feature(s) you need to roll will depend on whether you are of a minor, normal or major heritage.
Type: Roll a 1d3
1. Demon
2. Devil
3. Yugoloth
Tiefling heritage: Roll a 1d12 depending on what lower-planar type you are.
*Look on the internet for cool pictures of the type of creature you are. I can't post them due to copyright issues*
Demon
1. Balor (major): fire resistance, +2 str, +2 to a stat of your choice, savage attacker feat
2. Barlgura: +3 str (max 20), advantage athletics checks, +1 skill prof
3. Chasme: +2 dex, +2 wis or +2 int, telepathy
4. Dretch (minor): +1 str, +2 con, advantage on grapple checks
5. Glabrezu +2 str, +1 con, +1 wis, +1 skill prof
6. Hezrou: +2 str, +2 con or cha, advantage on jump checks, +1 skill prof
7. Manes: +3 con or +3 wis (max 20), immune to poison and disease, +1 skill prof
8. Marilith: +1 cha, +1 dex, dual wielder feat, +2 skill prof
9. Nalfeshnee: +2 str, +2 con or wis, advantage on grapple and strength checks
10. Quasit (minor): +2 dex, +1 of your choice, +1 skill prof
11. Shadow Demon: +3 int or +3 cha or +3 dex (20 max), cast darkness self 3x/d, sunlight sensitivity (as a Drow), devils sight 60 feet
12. Succubus: +2 cha, +2 to another stat, immune to charm or sleep spells
Devil
1. Abishai: +2 dex, +2 to another stat, +1 skill prof
2. Barbed Devil: +1 str, +1 dex, +1 of your choice, +1 AC, +1 skill prof
3. Bearded Devil: +2 str or cha or wis, grappler feat, +1 skill prof
4. Bone Devil: +2 wis, +2 another stat of your choice, immune to poison and disease
5. Chain Devil: +2 dex, +2 con or+2 cha or +2 int, prof spiked chain: 1d8 dmg 5lbs reach, finesse
6. Erinyes: +2 cha, +2 to another stat, immune to charm and sleep spells
7. Horned Devil: +1 str, +1 con, +1 dex, +1 to a stat of your choice, +1 skill prof
8. Ice Devil: +1 con, +1 wis, +2 to another stat of your choice, resistant to cold damage
9. Imp (minor): +2 dex or +2 int, +1 to another stat, +1 skill prof
10. Lemure (minor): +3 con (max 20), +1 hp per lvl, +1 skill prof
11. Pit Fiend (major): +2 dex, +2 to another stat, fire resistance, mobile feat
12. Spined Devil: +2 dex or +2 int, +1 initiative, +1 AC, +1 skill prof
Yugoloth
1. Arcanaloth: +2 dex, +2 cha, advantage to sleight of hand and dexterity checks
2. Baernaloth (major): +3 int or +3 cha or +3 wis, max 20, spell sniper feat, adv saving throws v spells
3. Canoloth: +1 dex, +1 con, alert feat, advantage on perception checks
4. Corruptor of Fate: +2 to a stat of your choice, lucky feat
5. Dergoloth (minor): +1 to two different stats of your choice, +4 to initiative, +1 skill
6. Gacholoth: +3 dex or wis (max 20), advantage climbing checks, bonus athletics prof
7. Hydroloth: +2 str, +2 con or wis, advantage on jump checks
8. Marraenoloth: +2 int, +2 wis or +2 cha, linguist feat (without ability score improvement)
9. Mezzoloth (minor): +1 int, +2 a stat of your choice, immune to poison
10. Nycaloth: +1 str, +2 con or +2 cha and +1 to another stat, telepathy
11. Piscoloth: +2 dex, +1 wis, tremmorsense 30 feet, +1 skill prof
12. Ultroloth: +2 int or cha, +2 to another stat, advantage on arcana and investigation
** If you roll an ability, flaw or attribute that doesn't make sense or contradicts another ability, flaw or attribute: reroll **
Roll an ability: The type of abilities you get depend on whether you have a minor, normal or major heritage. Check "Making a Tiefling in six easy steps!" for which abilities you get.
Tiefling abilities chart (minor): a tiefling with a minor heritage looks human and he or she has no flaw. They do need to roll for one minor demonic feature. If the heritage of the creature rolled already has a similar ability: reroll. You can only have one of the abilities below.
1. Darkvision 120 feet.
2. Tiefling luck (minor): once per day get advantage on any roll. You must use the ability before rolling.
3. Perfect liar (minor): gain advantage on truth detection and sense motive checks.
4. Resistance (minor): gain advantage on a certain element check (fire/water/lightning etc). Choose an ability that fits your heritage.
5. Natural AC (minor): gain +1 on AC. This stacks with other abilities like mage armor and unarmored defense.
6. Naturally fit (minor): gain advantage on poison and disease saving throws.
7. Shady nature: immune to alignment detection.
8. Naturally handy (minor): chose a skill: you are proficient with that skill.
9. Advantage main stat: you are proficient with saving throws in the main stat of heritage. If you’re already proficient in that stat, reroll. If the creature has no main stat, you roll between the 2 or 3 stats at random.
10. Brave: you get advantage on fear checks.
Tiefling abilities chart (normal): a tiefling with a normal heritage doesn’t look human, but he or she may pass as a creature not belonging to the lower planes (for example an elf or half-elf). If trying to pass for human with a performance or deception check you have disadvantage. This is negated with the actor feat. NPC’s may react negatively towards you depending on your demonic feature. Also roll for a flaw. The tiefling must roll two minor demonic features. If the heritage of the creature rolled already has a similar ability: reroll.
1. Lower planar luck: your get a luck point as per the feat ‘lucky’ at 1st level. At 10th level you get an extra luck point. This luck points stack with the lucky feat.
2. Blindsight: in addition to darkvision you het blindsight 20 feet.
3. Thick skin: you gain +2 on AC. This stacks with other abilities like mage armor and unarmored defense.
4. Natural caster: once per day you can cast alter self or charm person as being a wizard of your current class level. The casting ability is with either charisma, intelligence or wisdom, depending on the creature of your heritage (the ability that gets the most bonus out of these three). If they get equal roll between the two and if none of those three get a bonus, roll one of the above at random.
5. Streetfighter: you can use your attack option to claw and bit your opponent, doing 1d4 claw damage and 1d3 bite damage. These attacks count as magical weapons for the purpose of hitting creatures and they also count as finesse weapons, so you may choose to use strength or dexterity when rolling for attack and damage. The tiefling must cover his or her hands and not show his or her teeth to much if the tiefling wants to pass as a human like creature like an elf or half-elf.
6. Fearless: you are immune to being feared.
7. Fit as ****: you are immune to poison and disease.
8. Perfect liar: you are immune to truth detection and sense motive checks.
9. Planar resistance: you are immune to a certain element depending on your heritage.
10. Handyman: chose two skills: you are proficient with those skills of your choice.
Roll a flaw: The type of flaws you get depend on whether you have a minor, normal or major heritage. Check "Making a Tiefling in six easy steps!" for which flaws you get.
Flaws:
1. Pathetic: you are weaker in one attribute than you should be. Reduce one of your ability scores with -2 (roll randomly).
2. Helpless: you get disadvantage in a saving throw. Roll randomly which saving throw gets disadvantages. If you already have advantage in this particular saving throw it negates.
3. Reckless: you are not good at defending yourself and get a -1 penalty to AC.
4. Rotting odor: creatures with smell have advantage on spotting you with perception and the foul stench makes it that people stay away from you.
5. Whither plants: a tieflings touch withers plants. This often angers druids and other nature loving creatures.
6. Nonreactive: you are slow to react to danger and suffer a -6 to initiative rolls.
7. Elemental vulnerability: the tiefling suffers double damage to the opposite type of elemental the creature of their heritage is used to.
8. Slow: you move exceptionally slow. Your moving speed is halved, rounded up to the nearest 5 foot interval.
9. Fiendish aura: the tiefling’s presence provokes the hostility of animals.
10. Inattentive: you get a -4 to your (passive) perception.
11. Non-combatant: you are relatively inapt at melee combat and suffer a -2 on all melee attack rolls.
12. Shaky: you are relatively poor at ranged combat and suffer a -2 penalty on all ranged attack rolls.
Roll a demonic feature: The type of demonic features you get depend on whether you have a minor, normal or major heritage. Check "Making a Tiefling in six easy steps!" for which demonic features you get.
Demonic features (minor): reroll if the second feature makes no sense. You can improvise though: for example you could have two different eyes, or you can have your legs grey and scaly, while your upper body is black or red. You can check your heritage to see what color makes most sense.
1. Eyes: the iris are unusual of color, like red, purple, gold etc. (a), the eyes are unusual of type, like a gecko, cat or goat-like (b), or the tiefling eyes are a single color and have no apparent iris or pupil (c).
2. Head/facial features: extremely pointed teeth (a), pointed ears like faerie or elf (b), vampire like fangs (c), strange fanlike ears (d), forked tongue (e), long pointed nose (f), very long thin face (g), or a canine muzzle-like face, superficially resembling an Arcanaloth (h).
3. Hair: blood-red hair (a), no hair (b), strange color hair players choice (c), streaked hair with many colors (d).
4. Skin: black drow-like skin (a), unusual skin color, players choice (b), grey and scaly skin (c).
5. Bodily attributes: Three fingers per hand including thumb (a), four fingers including thumb (b), six fingers including thumb (c), unusual colored fingernails (d), spiny ridge on back (e), webbed fingers (f).
6. Reroll.
Demonic features (major):
1. Eyes: the tiefling is one eyed with one big eye on your forehead like a cyclops (a), the tiefling has no eyes but instead uses blindsight 60 feet (b), or the tiefling has a third eye on his or her forehead (c).
2. Wings: you have demonic wings, but cannot fly, unless you have the demon flight power. The type of wings depend on your heritage. For example: they can be bat (a), hawk (b), bat (c) or bird (d) like. You can choose one depending on your heritage or roll.
3. Horn: the tiefling has a horn on his or her forehead. You can choose one depending on your heritage or roll at random. Examples are: spiral horn (a), small up-turning bovine horns on temples (b), ram-like horns (c), goat horns (d) or a single unicorn like horn (e). As an action the tiefling can use a head butt attack for 1d3 damage based on a strength attack. This cannot be combined with other attacks.
4. Tail: the tiefling has a tail depending on his or her heritage or you can roll for a tale at random. Examples are: whip like tail (a), whip like with a small cartilaginous fluke on the end (b), whip like tail with a non-functional sting on the end (c), tail of a horse (d), or a lizard like tail that can regenerate if cut off within 1d4 days (e). If the tail is cut off, the tiefling suffers disadvantage on all dexterity checks or abilities that use dexterity. The disadvantage stays even if the creature had advantage before it was cut off. If the tiefling doesn’t have a tail he or she may pass as a normal humanoid conform the rules of the ‘normal’ tiefling.
5. Body attributes: roll at random: spiny ridges along many prominent areas of the body (a), lower body resembles a goat (b), feathers instead of hair (c), scales all over the body (d), body is covered with fur (e), patterned skin like zebra or leopard (f) or lion mane (g), or almost no visible nose which gives a disadvantage on trying to smell things (h)
6. Reroll.
*** If you have any advice on how to make "making a Tiefling" better and/or more balanced, please say so! ***
Of all the plane-touched, none precipitate as much fascination – or as much fear – as Tieflings. Obviously human and “something else” in the Tieflings case is assumed to be lower-planar. Whereas Aasimar are obviously touched by a celestial spark. Tieflings are enshrouded with the mysteries of an unnamed heritage.
Personality: An infernal stigma follows all Tieflings through their lives. Loners by nature, they make their own paths out of necessity; no Tiefling culture exists to aid the outcast, for no two Tieflings are alike. As distinctive from humans as they are from each other. Tieflings take care of themselves, for they learn that no one else will take care of them. But rather than withdraw into individual hermitages, Tieflings challenge the multiverse with everything in their independent spirits. Determined to create their own fates, they dare things that others might not even dream of and defy anything that stands in their way.
Physical description: No two Tieflings look the same. Beyond an aura that many find disturbing, many Tieflings are indistinguishable from humans. A fair number of them look like planar half-elves. Generally, Tieflings range from 4’10” to 5’9“ for males and from 4’9” to 5’6” for females.
Tiefling lands: Tieflings have no land of their own, and live among other races.
Relations: Tieflings are distrusted and feared by humans, Aasimar, elves and most Prime Material races. They respond with bitterness and self-reliance.
Alignment: Tieflings tend to be selfish, uncaring and cruel. Although this is just as much due to their harsh upbringing as to their heritage. A few defy their nature, but they still must fight against popular opinion and the feeling of otherworldly “wrongness” that seems to follow them wherever they go. In general Tieflings tend to be most chaotic and neutral. It is the rare individual who takes the lawful path to any degree.
Religion: Tieflings who find a faith more often than not follower their inherent traits and heed the call to chaos or evil. Few Tieflings belong to any faith that is either lawful or good, but exceptional individuals might unexpectedly follow a more stringent moral code.
Language: Tieflings speak common and some learn the language of the lower plane depending on their heritage. Demons (abyssal), Devils (infernal) or Yugoloth (daemonic).
Names: Tieflings take names common to the community in which they were born.
Adventurers: In most societies, Tieflings maintain a low profile, and take up adventuring careers as thieves, assassins, spies, and agents-for-hire. In cities of a lower-planar nature a Tiefling character might rise to a position of power, but in other places when his nature is revealed he quickly becomes an outcast. Such a character might be forced to undertake perilous ventures to make a place for himself.
Traits: medium-sized, base speed 30 feet, darkvision 60 feet.
Advice: the PC must choose what class he or she is going to play first and distribute his or her ability score points, before rolling the Tieflings heritage, abilities and flaws. Otherwise the Tiefling could become too powerful compared to other races.
Making a Tiefling in six easy steps!
1. Choose class: choose whatever class you like.
2. Roll a type: roll a creature type. There are three kinds: demons, devils and yugoloths.
3. Roll your heritage: roll the creature of your heritage. Each of the three different types have twelve creatures. Those can be divided into minor, normal and major creatures.
- minor: a tiefling with a minor heritage looks human and they don't have a flaw. They do get one minor ability and one minor feature.
- normal: a tiefling with a normal heritage doesn't look human, but he or she may pass as a elf or half-elf for example. If they creature doesn't have 'minor' or 'major' behind it's name, it is considered a 'normal' creature. A normal creature gets a normal ability and they also get a flaw. Furthermore, they get two minor features.
- major: a tiefling with a major heritage doesn't look human and you can definitely see or sense his or her lower-planar origin. They get a minor and a normal ability and they also get two flaws. Furthermore, they get two minor features and one major feature.
4. Roll an ability: what kind of ability you need to roll depends on whether you are of a minor, normal or major heritage.
5. Roll a flaw: minor and normal types roll one flaw and a major type gets two flaws.
6. Roll a demonic feature: what kind of feature(s) you need to roll will depend on whether you are of a minor, normal or major heritage.
Type: Roll a 1d3
1. Demon
2. Devil
3. Yugoloth
Tiefling heritage: Roll a 1d12 depending on what lower-planar type you are.
*Look on the internet for cool pictures of the type of creature you are. I can't post them due to copyright issues*
Demon
1. Balor (major): fire resistance, +2 str, +2 to a stat of your choice, savage attacker feat
2. Barlgura: +3 str (max 20), advantage athletics checks, +1 skill prof
3. Chasme: +2 dex, +2 wis or +2 int, telepathy
4. Dretch (minor): +1 str, +2 con, advantage on grapple checks
5. Glabrezu +2 str, +1 con, +1 wis, +1 skill prof
6. Hezrou: +2 str, +2 con or cha, advantage on jump checks, +1 skill prof
7. Manes: +3 con or +3 wis (max 20), immune to poison and disease, +1 skill prof
8. Marilith: +1 cha, +1 dex, dual wielder feat, +2 skill prof
9. Nalfeshnee: +2 str, +2 con or wis, advantage on grapple and strength checks
10. Quasit (minor): +2 dex, +1 of your choice, +1 skill prof
11. Shadow Demon: +3 int or +3 cha or +3 dex (20 max), cast darkness self 3x/d, sunlight sensitivity (as a Drow), devils sight 60 feet
12. Succubus: +2 cha, +2 to another stat, immune to charm or sleep spells
Devil
1. Abishai: +2 dex, +2 to another stat, +1 skill prof
2. Barbed Devil: +1 str, +1 dex, +1 of your choice, +1 AC, +1 skill prof
3. Bearded Devil: +2 str or cha or wis, grappler feat, +1 skill prof
4. Bone Devil: +2 wis, +2 another stat of your choice, immune to poison and disease
5. Chain Devil: +2 dex, +2 con or+2 cha or +2 int, prof spiked chain: 1d8 dmg 5lbs reach, finesse
6. Erinyes: +2 cha, +2 to another stat, immune to charm and sleep spells
7. Horned Devil: +1 str, +1 con, +1 dex, +1 to a stat of your choice, +1 skill prof
8. Ice Devil: +1 con, +1 wis, +2 to another stat of your choice, resistant to cold damage
9. Imp (minor): +2 dex or +2 int, +1 to another stat, +1 skill prof
10. Lemure (minor): +3 con (max 20), +1 hp per lvl, +1 skill prof
11. Pit Fiend (major): +2 dex, +2 to another stat, fire resistance, mobile feat
12. Spined Devil: +2 dex or +2 int, +1 initiative, +1 AC, +1 skill prof
Yugoloth
1. Arcanaloth: +2 dex, +2 cha, advantage to sleight of hand and dexterity checks
2. Baernaloth (major): +3 int or +3 cha or +3 wis, max 20, spell sniper feat, adv saving throws v spells
3. Canoloth: +1 dex, +1 con, alert feat, advantage on perception checks
4. Corruptor of Fate: +2 to a stat of your choice, lucky feat
5. Dergoloth (minor): +1 to two different stats of your choice, +4 to initiative, +1 skill
6. Gacholoth: +3 dex or wis (max 20), advantage climbing checks, bonus athletics prof
7. Hydroloth: +2 str, +2 con or wis, advantage on jump checks
8. Marraenoloth: +2 int, +2 wis or +2 cha, linguist feat (without ability score improvement)
9. Mezzoloth (minor): +1 int, +2 a stat of your choice, immune to poison
10. Nycaloth: +1 str, +2 con or +2 cha and +1 to another stat, telepathy
11. Piscoloth: +2 dex, +1 wis, tremmorsense 30 feet, +1 skill prof
12. Ultroloth: +2 int or cha, +2 to another stat, advantage on arcana and investigation
** If you roll an ability, flaw or attribute that doesn't make sense or contradicts another ability, flaw or attribute: reroll **
Roll an ability: The type of abilities you get depend on whether you have a minor, normal or major heritage. Check "Making a Tiefling in six easy steps!" for which abilities you get.
Tiefling abilities chart (minor): a tiefling with a minor heritage looks human and he or she has no flaw. They do need to roll for one minor demonic feature. If the heritage of the creature rolled already has a similar ability: reroll. You can only have one of the abilities below.
1. Darkvision 120 feet.
2. Tiefling luck (minor): once per day get advantage on any roll. You must use the ability before rolling.
3. Perfect liar (minor): gain advantage on truth detection and sense motive checks.
4. Resistance (minor): gain advantage on a certain element check (fire/water/lightning etc). Choose an ability that fits your heritage.
5. Natural AC (minor): gain +1 on AC. This stacks with other abilities like mage armor and unarmored defense.
6. Naturally fit (minor): gain advantage on poison and disease saving throws.
7. Shady nature: immune to alignment detection.
8. Naturally handy (minor): chose a skill: you are proficient with that skill.
9. Advantage main stat: you are proficient with saving throws in the main stat of heritage. If you’re already proficient in that stat, reroll. If the creature has no main stat, you roll between the 2 or 3 stats at random.
10. Brave: you get advantage on fear checks.
Tiefling abilities chart (normal): a tiefling with a normal heritage doesn’t look human, but he or she may pass as a creature not belonging to the lower planes (for example an elf or half-elf). If trying to pass for human with a performance or deception check you have disadvantage. This is negated with the actor feat. NPC’s may react negatively towards you depending on your demonic feature. Also roll for a flaw. The tiefling must roll two minor demonic features. If the heritage of the creature rolled already has a similar ability: reroll.
1. Lower planar luck: your get a luck point as per the feat ‘lucky’ at 1st level. At 10th level you get an extra luck point. This luck points stack with the lucky feat.
2. Blindsight: in addition to darkvision you het blindsight 20 feet.
3. Thick skin: you gain +2 on AC. This stacks with other abilities like mage armor and unarmored defense.
4. Natural caster: once per day you can cast alter self or charm person as being a wizard of your current class level. The casting ability is with either charisma, intelligence or wisdom, depending on the creature of your heritage (the ability that gets the most bonus out of these three). If they get equal roll between the two and if none of those three get a bonus, roll one of the above at random.
5. Streetfighter: you can use your attack option to claw and bit your opponent, doing 1d4 claw damage and 1d3 bite damage. These attacks count as magical weapons for the purpose of hitting creatures and they also count as finesse weapons, so you may choose to use strength or dexterity when rolling for attack and damage. The tiefling must cover his or her hands and not show his or her teeth to much if the tiefling wants to pass as a human like creature like an elf or half-elf.
6. Fearless: you are immune to being feared.
7. Fit as ****: you are immune to poison and disease.
8. Perfect liar: you are immune to truth detection and sense motive checks.
9. Planar resistance: you are immune to a certain element depending on your heritage.
10. Handyman: chose two skills: you are proficient with those skills of your choice.
Roll a flaw: The type of flaws you get depend on whether you have a minor, normal or major heritage. Check "Making a Tiefling in six easy steps!" for which flaws you get.
Flaws:
1. Pathetic: you are weaker in one attribute than you should be. Reduce one of your ability scores with -2 (roll randomly).
2. Helpless: you get disadvantage in a saving throw. Roll randomly which saving throw gets disadvantages. If you already have advantage in this particular saving throw it negates.
3. Reckless: you are not good at defending yourself and get a -1 penalty to AC.
4. Rotting odor: creatures with smell have advantage on spotting you with perception and the foul stench makes it that people stay away from you.
5. Whither plants: a tieflings touch withers plants. This often angers druids and other nature loving creatures.
6. Nonreactive: you are slow to react to danger and suffer a -6 to initiative rolls.
7. Elemental vulnerability: the tiefling suffers double damage to the opposite type of elemental the creature of their heritage is used to.
8. Slow: you move exceptionally slow. Your moving speed is halved, rounded up to the nearest 5 foot interval.
9. Fiendish aura: the tiefling’s presence provokes the hostility of animals.
10. Inattentive: you get a -4 to your (passive) perception.
11. Non-combatant: you are relatively inapt at melee combat and suffer a -2 on all melee attack rolls.
12. Shaky: you are relatively poor at ranged combat and suffer a -2 penalty on all ranged attack rolls.
Roll a demonic feature: The type of demonic features you get depend on whether you have a minor, normal or major heritage. Check "Making a Tiefling in six easy steps!" for which demonic features you get.
Demonic features (minor): reroll if the second feature makes no sense. You can improvise though: for example you could have two different eyes, or you can have your legs grey and scaly, while your upper body is black or red. You can check your heritage to see what color makes most sense.
1. Eyes: the iris are unusual of color, like red, purple, gold etc. (a), the eyes are unusual of type, like a gecko, cat or goat-like (b), or the tiefling eyes are a single color and have no apparent iris or pupil (c).
2. Head/facial features: extremely pointed teeth (a), pointed ears like faerie or elf (b), vampire like fangs (c), strange fanlike ears (d), forked tongue (e), long pointed nose (f), very long thin face (g), or a canine muzzle-like face, superficially resembling an Arcanaloth (h).
3. Hair: blood-red hair (a), no hair (b), strange color hair players choice (c), streaked hair with many colors (d).
4. Skin: black drow-like skin (a), unusual skin color, players choice (b), grey and scaly skin (c).
5. Bodily attributes: Three fingers per hand including thumb (a), four fingers including thumb (b), six fingers including thumb (c), unusual colored fingernails (d), spiny ridge on back (e), webbed fingers (f).
6. Reroll.
Demonic features (major):
1. Eyes: the tiefling is one eyed with one big eye on your forehead like a cyclops (a), the tiefling has no eyes but instead uses blindsight 60 feet (b), or the tiefling has a third eye on his or her forehead (c).
2. Wings: you have demonic wings, but cannot fly, unless you have the demon flight power. The type of wings depend on your heritage. For example: they can be bat (a), hawk (b), bat (c) or bird (d) like. You can choose one depending on your heritage or roll.
3. Horn: the tiefling has a horn on his or her forehead. You can choose one depending on your heritage or roll at random. Examples are: spiral horn (a), small up-turning bovine horns on temples (b), ram-like horns (c), goat horns (d) or a single unicorn like horn (e). As an action the tiefling can use a head butt attack for 1d3 damage based on a strength attack. This cannot be combined with other attacks.
4. Tail: the tiefling has a tail depending on his or her heritage or you can roll for a tale at random. Examples are: whip like tail (a), whip like with a small cartilaginous fluke on the end (b), whip like tail with a non-functional sting on the end (c), tail of a horse (d), or a lizard like tail that can regenerate if cut off within 1d4 days (e). If the tail is cut off, the tiefling suffers disadvantage on all dexterity checks or abilities that use dexterity. The disadvantage stays even if the creature had advantage before it was cut off. If the tiefling doesn’t have a tail he or she may pass as a normal humanoid conform the rules of the ‘normal’ tiefling.
5. Body attributes: roll at random: spiny ridges along many prominent areas of the body (a), lower body resembles a goat (b), feathers instead of hair (c), scales all over the body (d), body is covered with fur (e), patterned skin like zebra or leopard (f) or lion mane (g), or almost no visible nose which gives a disadvantage on trying to smell things (h)
6. Reroll.
*** If you have any advice on how to make "making a Tiefling" better and/or more balanced, please say so! ***